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using JoshHeaps.Net.Models;
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namespace JoshHeaps.Net.Services.Interfaces;
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/// <summary>
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/// Thin managed facade over the native learned-weights model. The weights, all feature
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/// computation, per-game accumulation, the update rule, and persistence live in the native
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/// engine; this just points it at the weights file, hands out per-game trainers, and reads
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/// the table back for visualization.
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/// </summary>
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public interface ILearnedWeightsStore
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{
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/// <summary>Absolute path to the weights file the native engine loads and saves.</summary>
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string WeightsFilePath { get; }
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/// <summary>A copy of the current weights (midgame/endgame tables + feature weights).</summary>
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LearnedWeightsSnapshot Snapshot();
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/// <summary>Creates a per-game training accumulator. The caller owns it (see <see cref="DestroyTrainer"/>).</summary>
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nint CreateTrainer();
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/// <summary>Records one played position (post-move FEN) into a trainer.</summary>
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void Record(nint trainer, string fen);
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/// <summary>
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/// Applies a finished game's outcome to the global weights (and saves): rewards the
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/// winner's squares/features, punishes the loser's, scaled by <paramref name="weight"/>.
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/// </summary>
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void ApplyResult(nint trainer, PieceColor winner, double weight);
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/// <summary>Frees a trainer. Safe to call with <see cref="nint.Zero"/>.</summary>
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void DestroyTrainer(nint trainer);
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}
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